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Sony presenting "Designing a game audio engine for HSA" at AMD's Dev Summit

artist

Banned


Session Overview:

Challenges and opportunities offered by AMD's new APU for the implementation of a real-time audio subsystem for gaming. Topics include codecs, interactive synthesis, DSP, 3D audio rendering, and how HSA is factored in the design of these components in order to maximize performance of the whole platform.

Who is Laurent Betbeder? A quick google shows that he's one the audio engineers who worked on Uncharted 2, GoW: Ascension, KZ3 among others.
 

ElTorro

I wanted to dominate the living room. Then I took an ESRAM in the knee.
We'll have to wait for slides to see what it's all about.
 
My understanding is that HSA_IL code is not supposed to involve Graphics or Audio. HSA_IL can support cross platform code for Accelerators, GPU as CPU and CPUs.

So I don't know how to take this..... Just portions of the code HSA_IL, HSA efficiencies being used or HSA_IL extensions to support audio?
 

Krakn3Dfx

Member
2537513-p45end.jpg
 

RoboPlato

I'd be in the dick
I wonder if this will be about running audio between the CPU, sound chip, and doing raycasting on the GPU. The latter has been mentioned several times when discussing GPGPU features.
 

Nachtmaer

Member
APU13 seems like it could show some interesting stuff. I wonder if Kaveri is still supposed to launch in 2013 since it got (not-)delayed so many times now.
 

Bundy

Banned
I understand, people need to keep in mind Sony is going to include voice commands as well. It WILL use some resources if it they want to keep performance comparable.
Well, not really, because these voice commands will be used to navigate the settings/menu in the PS4's XMB (or whatever it is called now). Voice commands won't be there during the gameplay, as it seems. (and that's a good thing)
 

Arulan

Member
Common with TrueAudio which use same Tensilica DSPs as the ones in SHAPE.

Slightly off-topic, but have you heard if the API (AstoundSound I believe) is open or did AMD get exclusivity towards it? I'd like to see some proper sound card manufacturers use it.
 

Dahaka

Member
Looks like we can definitely exclude a SHAPE-like architecture, at least in its complexity like the X1 but the big question for me is how can the PS4 substitute this with it's own resources? A single CPU Core? Even two? CUs? Sure we don't need the complex Kinect Audio stuff but I'd strongly appreciate if we finally move from flat boring prebaked audio and onto more dynamic, procedural techniques. Didn't Cerny speak of raycasting?

Oh, and the most important thing. We need more complex approaches on HRTF and leave stuff like Dolby Headphone and Co. behind and back to the roots with game engines giving exact coordinates to the sound renderer.

To me HRTF is the future, not only because of VR like Occulus but more because of it's accessibility in contrast to a fully prepared and "modded" room full of 6-8 speakers.
 

artist

Banned
Slightly off-topic, but have you heard if the API (AstoundSound I believe) is open or did AMD get exclusivity towards it? I'd like to see some proper sound card manufacturers use it.
AFAIK no. Didnt NV have their own sound solution at one point? They might resurrect that now.

Well unless I'm mistaken we know both UMA and HSA so doesn't that automatically leave us with hUMA?
Always nice to get that confirmation.
 

Chumpion

Member
Looks like we can definitely exclude a SHAPE-like architecture, at least in its complexity like the X1 but the big question for me is how can the PS4 substitute this with it's own resources? A single CPU Core? Even two? CUs? Sure we don't need the complex Kinect Audio stuff but I'd strongly appreciate if we finally move from flat boring prebaked audio and onto more dynamic, procedural techniques. Didn't Cerny speak of raycasting?

To me HRTF is the future, not only because of VR like Occulus but more because of it's accessibility in contrast to a fully prepared and "modded" room full of 6-8 speakers.

Bandwidth of audio is pretty small compared to video. I guess any GPU should be well suited to HRTF processing, as it's just convolution filtering. Get HRTF interpolation for free as well.

More traditional DSP tasks can be done with a little CPU power. Simple IIR filters and the like. You can run hundreds of filters with a single core.

The DSP in XB1 is very nice but I think PS4 CPU+GPU can cover it pretty well.
 

artist

Banned
From Anand's Hawaii (290X) review;

Along with these architectural changes, there are a couple of other hardware features that at this time we feel are best lumped under the GCN 1.1 banner when talking about PC GPUs, as GCN 1.1 parts were the first parts to introduce this features and every GCN 1.1 part (at least thus) far has that feature. AMD’s TrueAudio would be a prime example of this, as both Hawaii and Bonaire have integrated TrueAudio hardware, with AMD setting clear expectations that we should also see TrueAudio on future GPUs and future APUs.
http://anandtech.com/show/7457/the-radeon-r9-290x-review/2
 
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